Dawn of War 3 units - all the confirmed and rumoured units so far

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Dawn of War 3 is coming on April 27. Three factions meet on soon-to-be war-torn battlefields and beat the ever-loving hell out of each other for the rest of time. Base-building has returned, which means properly-sized armies are back too. The make-up of your forces will matter, and we’re here to guide you through everything we know about who they are and what they do.

For more on how to use Dawn of War 3's factions, check our dedicated guide.

Before we jump into the individual factions, you need to know your types:

  • Elite units are special selections that you make before a game, then earn Elite points through normal play to actually get on-field. Deploying them is a more meaningful act than pumping out another squad of Boyz or Marines, and they have several of their own sub-categories:
    • Super units are the poster-children of that race. Of what’s been revealed so far, they’re mostly humongous walkers with equally massive armaments. They’re big, slow and cost more to deploy than other Elite variants, but also pack an army-wiping punch.
    • Hero units are single, named characters. They come on their own, like super units, but don’t require quite as many points to deploy and aren’t giant walking WMDs. They have various special abilities and can easily fell squads on their own, however.
    • Other elite units come in small squads with a smaller number of abilities, serving as their name would suggest as the heaviest portion of otherwise normal armies.
  • Line units are the rest and are built in traditionally RTS fashion, spawned from buildings and flooded to the front lines in the hopes of conquering your enemies. They vary between faction, but broadly come in close combat, ranged and vehicle versions.

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Units have various stats that govern their combat effectiveness. They are:

  • Cost - Units are priced in Requisition and Power, with the latter a little harder to get than the former.
  • Health - How much punishment it takes to get something out of the way.
  • Armour - Comes in Normal and Heavy types. Heavy armour takes extra damage from Armour-Piercing weapons. Normal armour takes extra damage from Normal weapons. True Damage weapons deal extra damage to everything.
  • Damage - Pure output. Higher is better, believe it or not.
  • Range - Some units are almost melee-only, while others prefer to strike from a screen away. 
  • Speed - How quickly a unit can move about the battlefield. This is very often modified by abilities, particularly for larger units.

Where possible, we’ve detailed all these below for each unit. We’ve also listed out abilities, with every unit having at least one special thing it can activate or do to make it unique. There are also generic special abilities that several units have. So far they are:

  • Critical Strike - Every fifth melee hit by this unit deals extra damage and causes an AOE knockback.

Finally, there are Doctrines. These are selected before the battle and have a global effect on the army or one of its line units. Each Elite unit has various Doctrines to select from, with one chosen per Elite. These are split between Command Doctrines, they function all the time, and Presence Doctrines, that only work when that Elite is deployed.

There are also more generic Army Doctrines that you choose three of for each match. The Command Elite doctrines can also eventually be earned as an Army one through levelling up that Elite, meaning you can have the effect without needing the Elite.

Confused? Here's Relic's explanation. Below, Doctrines are attached to the units they affect if they're Army Doctrines, and the Elite that's required if they're Elite Doctrines.

That all out of the way, we'll start with the home team.

Dawn of War 3 Space Marine units

Dawn of War 3 units

The power armour booted and suited servants of Mankind's Emperor, God-King or dessicated corpse depending on who you ask, Space Marines fit an all-purpose role in Dawn of War. There's less of them than there are Orks but they're tougher than Eldar, able to take a punch in close combat and using technology, plus the odd massive explosion, to get the job done. Their special abilities are:

  • Orbital Relays
    • Allows the use of Drop Pods and Thunderhawks to deliver units directly to the field.
    • Causes damage, knockback and stun on impact.
    • Doctrine:
      • Rapid Drop Pods - decreases cooldown for drop pods to become available again after being used.
  • Plant The Standard
    • Places a friendly standard at target location. Knocks enemies down when it lands and increases allied movement speed in an aura. Also has additional affects based on your HQ building:
      • Tier 1: Grants shields
      • Tier 2: Targeted orbital strikes on high-health enemies
      • Tier 3: Grants healing
  • Orbital Bombardment
    • Super ability.
    • Summons a beam of space-death from space, dealing damage and levitating enemies.
    • Gets largers, moves slower and deals more damage with each enemy killed.

Space Marine Super units

Imperial Knight Solaria

Imperial Knight Solaria

The Imperium's heaviest hitter, a range-focused massive walker, spitting out damage at a horrendous rate and able to take quite a beating before going down.

Abilities:

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Gattling Barrage

A 90 degree conal AOE in front of Solaria that does massive anti-infantry damage across two waves. Long wind-up and application time, but currently one-shots squads of weaker troops.

Ironstorm Missiles

Six targetable missiles that do large explosive damage at the target area. Cooldown is reduced the fewer missiles are used. Can all target the same location for 'oh boy' damage.

Overheat (Passive)

When firing for an extended period, Solaria enters overheat mode. This causes her to do more damage, Gattling Barrage knocks foes back and Ironstorm Missiles leave pools of slowing fire in their wake.

Doctrines:

  • Command: Fire On Move - Tactical Marines can fire while moving.

In game model:

Good at:

  • Killing just about everything

Weak at:

  • Melee units
  • Retreating
  • Slow, high-damage attacks she can't dodge due to movement speed.

Space Marine Hero units

Gabriel Angelos

Gabriel Angelos

Hero of the piece, at least in earlier days, and chapter master of the Blood Ravens. Not actually dead, it turns out.

Abilities:

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God-Splitter

A three-charge ability that leaps a short distance and does AOE damage on landing. Can cross obstacles and cliffs, knocks infantry down and back, plus does reasonable damage.

Retribution

Wide-arc swing that knocks enemies back and creates a bubble shield that blocks enemy fire. The more charges of God-Splitter available, the longer the shield lasts.

Critical Strike (Passive)

Swings-per-crit is reduced by God-Splitter charges.

Doctrines:

  • Command: Slam Barrier - Dreadnought's gain a barrier when they use their slam ability, absorbing shots and reflecting projectiles.

Good at:

  • Disrupting infantry
  • Crossing terrain
  • Melee combat

Weak at:

  • Resisting sustained ranged fire
  • Fighting vehicles

Jonah Orion

Jonah Orion Dawn of War 3

Chief Librarian, Psyker and spell caster of the Space Marine forces. More of a support Elite than his combat-focused bretheren.

Abilities:

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Fury of the Ancients

A line-nuke that deals damage to enemies while increasing the speed of allies it impacts.

Emperor's Light

Pool of light that emnates from Jonah. Allies within the light deal more damage while enemies are blinded and have their attacks disabled.

Stonewall

Creates a circle of stone that blocks enemy projectiles and movement around Jonah. Anything inside can't shoot out, and visa versa. Lasts a medium amount of time. Casting other abilities within Stonewall powers them up, causing Fury of the Ancients to fill the area for huge damage and Emperor's Light to last longer.

Zeal (Passive)

Every time Jonah uses an ability he gains a Zeal charge, reducing the time between attacks by 0.5 seconds. These stack infinitely, but reset every 10 seconds. Cooldowns for abilities are yet to be announced, but expect maintaining upwards of three stacks to be a norm.

In-game model:

Doctrines:

  • Command: Blind Grenade - Scout grenades also blind and silence enemies. Duration increases as your tech does.

Good at:

  • Supporting allies
  • Disruption

Weak at:

  • Going solo
  • Fighting without abilities

Space Marine Elite units

Assault Terminators

Assault Terminators

The heaviest of assault squads, equipped in near-unstoppable armour and packing Thunder Hammers.

Abilities:

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Teleport

Short-range teleport to a target location, causing knockback upon arrival. Can cross any terrain.

Hammer Slam

Area attack that damages, stuns and slows all enemies in a large area. Wide enough to hit an entire squad.

Doctrines:

  • Command: Frag Grenade - Tactical Marines get a greande that deals damage and knockback.

Good at:

  • Crowd control
  • Sustained melee combat

Weak at:

  • Locking down fast moving enemies or repositioning without Teleport
  • Sustained ranged fire

Space Marine Line units

Assault Marines

Assault Marines

Slighly less elite assault squads, but a Dawn of War main-stay that can make a mess of an unprepared player's day. When they charge, they even slow enemy units.

Stats:

  • Cost: 100 req, 3 pow
  • Population: 10
  • Build time (secs): 30
  • Health: 1500
  • Armour: Normal
  • Melee DPS: 72 Normal
  • Ranged DPS: 11 Normal
  • Built from: Barracks

Abilities:

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Jump

Allows Assault Marines to traverse terrain, buildings and other blockers to land on other units and engage them in melee. Does a knockback on landing. If you've played Dawn of War, you know how this works.

Good at:

  • Tying up ranged units in close combat.
  • Swarming super units weak to melee.
  • Taking out key targets on the battlefield with jump movement.

Weak at:

  • Very long range or lots of ranged combat.
  • Engaging large armies.

Whirlwind

Whirlwind

Extremely long range artillary piece that forgoes a standard attack for ever more missiles.

Stats:

  • Cost: 115 req, 185 pow
  • Population: 10
  • Build time (secs): 30
  • Health: 600
  • Armour: Normal
  • Built from: Machine Cult

Abilities:

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Missile Barrage

Very long range ability that fires several cluster missiles that rain down across an area. Deal heavy damage and cause knockback. Not as effective against heavier armour. The Whirlwind's only attack. Short minimum range.

Good at:

  • Taking out armies of infantry
  • Supporting troops from extreme distances

Weak at:

  • Dealing with melee attackers
  • Roaming solo

Other Space Marine units

Space Marine Line Units

  • Servitors
    • Stats:
      • Cost: 50 req
      • Population: 2
      • Build time (secs): 8
      • Health: 300
      • Armour: Normal
      • Melee DPS: 1 Normal
      • Built from: Stronghold
    • Builder units with in-built detection.
    • Doctrine:
      • Tip of Spear - Listening Posts can be used to reinforce your troops, allies and heal Elite units.
  • Tactical Squads
    • Stats:
      • Cost: 80 req
      • Population: 10
      • Build time (secs): 20
      • Health: 1400
      • Armour: Normal
      • Melee DPS: 18 Normal
      • Ranged DPS: 28 Normal
      • Built from: Stronghold / Doctrine Chapel
    • Upgrades:
      • Plasma ups damage but causes the weapons to overheat if they continuously fire for too long, giving the squad a 10 second cooldown on shooting.
      • Flamers deal damage into cover in a small, conal AOE.
    • Doctrine:
      • Close Quarter Combat - grants charge, which increases damage and gives critical strike in melee combat.
  • Scouts
    • Stats:
      • Cost: 40 req
      • Population: 5
      • Build time (secs): 10
      • Health: 625
      • Armour: Normal
      • Melee DPS: 8 Normal
      • Ranged DPS: 11 Normal
      • Built from: Barracks
    • Stealthed infantry that live up to their name in role.
    • Abilities:
      • Stun Grenade - causes stun in a small AOE around a target point.
      • Proximity Mines - an upgrade, allowing the squad to place these.
  • Sniper Scouts
    • Stats:
      • Cost: 76 req, 2 pow
      • Population: 10
      • Build time (secs): 20
      • Health: 675
      • Armour: Normal
      • Melee DPS: 8 Normal
      • Ranged DPS: 23 Normal
      • Built from: Barracks
    • Sniper Scouts are very long-range, anti-infantry units with less utility who must setup before firing.
    • Doctrine:
      • Cover Fire - if attacking from stealth or heavy cover, applies a slow to targets.
  • Heavy Bolter Devastators
    • Stats:
      • Cost: 150 req
      • Population: 9
      • Build time (secs): 27
      • Health: 810
      • Armour: Normal
      • Melee DPS: 7 Normal
      • Ranged DPS: 56 Normal
      • Built from: Doctrine Chapel
    • The anti-infantry choice in the early-game, must setup before firing and inflicts slow in an area around their target.
  • Lascannon Devastators
    • Stats:
      • Cost: 140 req
      • Population: 9
      • Build time (secs): 21
      • Health: 840
      • Armour: Normal
      • Melee DPS: 7 Normal
      • Ranged DPS: 18 Armour Piercing
      • Built from: Doctrine Chapel
    • The anti-vehicle version of the Devastator. Increases damage over time against single targets and deals bonus damage to Skimmers.
  • Dreadnoughts
    • Stats:
      • Cost: 100 req, 300 pow
      • Population: 18
      • Build time (secs): 35
      • Health: 2800
      • Armour: Heavy
      • Melee DPS: 88 Armour Piercing
      • Ranged DPS: 17 Normal
      • Built from: Machine Cult
    • The Walker infantry unit and heavy assault option. Slows enemies it charges.
    • Abilities:
      • Ground Slam - deals AOE damage, knockback and slow, as well as stunning vehicles, around the Dreadnought.
    • Doctrine:
      • Invigorating Slam - Causes Ground Slam to grant a shield and increase the Dreadnought's speed.
  • Land Speeders
    • Stats:
      • Cost: 175 req, 175 pow
      • Population: 10
      • Build time (secs): 23
      • Health: 700
      • Armour: Heavy
      • Ranged DPS: 74 Normal
      • Built from: Machine Cult
    • Skimmer unit. Can be upgraded with a multi-melta for higher, anti-armour damage.
  • Predator Annihilators
    • Stats:
      • Cost: 150 req, 275 pow
      • Population: 18
      • Build time (secs): 35
      • Health: 2250
      • Armour: Heavy
      • Ranged DPS: 58 Armour Piercing
      • Built from: Machine Cult
    • The anti-tank, er, tank option. Uses Lascannons to get the job done.
    • Doctrine:
      • Ablative Armour - Predators gain a regenerating shield. This applies to all versions of the vehicle.
  • Predator Destructors
    • Stats:
      • Cost: 150 req, 275 pow
      • Population: 18
      • Build time (secs): 35
      • Health: 2250
      • Armour: Heavy
      • Ranged DPS: 47 Normal
      • Built from: Machine Cult
    • The more general Predator varient, dealing AOE damage around targets for anti-infantry death.
  • Deathstorm Drop Pods
    • Stats:
      • Cost: 500 req, 50 pow
      • Build time (secs): 60
      • Health: 1000
      • Armour: Heavy
      • Ranged DPS: 466 Normal
    • Deathstorm drop pods don't deliver units and are more of a special ability, but come with autocannons on each door, letting them do massive damage until they despawn after a few seconds. Hence, no population cost.
  • Knight Paladin
    • While it hasn't been shown, a melee version of the Imperial Knight super unit is confirmed as on the way, as seen in the cinematic trailer.
  • Venerable Dreadnought
    • Operating as an Elite verison of the Dreadnought, no details have been given as to what role this will server.

Dawn of War 3 Eldar units

Dawn of War 3 Eldar units

The enigmatic Eldar are Dawn of War's second faction, bringing spirits bound in war marchines, psychic powers and jetbikes aplenty. The galaxy's elite, arrogant and fragile bygone race, they pack a lot of punch but can't hang out taking damage for too long before they start to crumble. This comes down to their Battle Focus shields, which run down as Eldar fight as well as absorbing damage. They use the webway to move around the battlefield along with their natural speed and large number of grav units, conducting hit and run attacks.

Their Webway Gates and HQ build have the Fleet of Foot passive ability, which increases movement speed and Battle Focus regeneration speed for any Eldar units nearby. Their other abilities are detailed below.

  • Relocate
    • This allows various Eldar buildings to teleport around the map.
  • Connect Webways
    • Two buildings can be linked together to allow units to teleport between them. This allows for some powerful ambushes.
  • Eldritch Storm
    • Super ability.
    • Creates a massive, damaging, stacking-slow AOE that can be controlled.
    • Can be reactivated on a unit to turn it into the storm's conduit, making it larger, with lightning strikes.

Eldar Super units

Wraithknight

Wraithknight

The range-focused death machine of the Eldar forces, it puts out damage at an extreme rate and can even get around quickly.

Abilities:

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Jump

A short range jump that ends in a slide. While sliding, the Wraithknight buts out more damage, and the slide itself knocks units back. 45 second cooldown.

Distortion Rift

Creates a black hole at target location, pulling in enemy infantry and slowing vehicles. Doesn't kill units pulled in, but does lock them out of action or movement. 40 second cooldown.

Focused Beam

A massive beam of light that deals huge damage to anything inside. One-shots most things. 60 second cooldown.

Doctrines:

  • Presence: Improved Recall - Wraith-type units can Soul Recall without using charges.
  • Command: Teleport Beacon - Dark Reapers can plant a temporary, attackable beacon that they can teleport to at will.

In-game model:

Good at:

  • Annihilating enemies at range
  • Taking out key targets
  • Area damage

Weak at:

  • Taking sustained fire
  • Melee combat

Eldar Hero units

Farseer Macha

Farseer Macha

Leader of the Eldar forces returning from the first game, Macha is a spell caster and formidable melee threat.

Abilities:

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Singing Spear

Line-nuke that sticks at the targetted location, knocking back and damaging anything it hits. Can be returned to Macha, for the same effect again going the other way, or left at its location to boost the damage of nearby Eldar forces and Macha's other abilities to be activated from its location. 30 second cooldown.

Psyker Blast

A small AOE from around Macha's spear, dealing damage. If she has it equipped this also buffs her normal attacks and reduces incoming damage. If the spear is planted it creates an aura to buff nearby allies. 60 second cooldown.

Temporal Wave

If holding her spear, Macha creates a temporal sphere around herself, putting enemies into stasis where they cannot attack, move or be damaged. If the spear has been planted it creates a temporal wall between Macha and the spear instead. 120 second cooldown.

Doctrines:

  • Presence: Last Chance - Elite units enter stasis and begin to heal instead of dying while Maacha is on the field.
  • Command: Enhanced Battle Focus - Activated ability for Wraithguard that drains shields while increasing attack speed.

Good at:

  • Disrupting enemies
  • Quick bursts of damage
  • Crowd control

Weak at:

  • Fighting large groups without support
  • Vehicular combat

Jain Zar

Jain Zar

A powerhouse Banshee leader and Phoenix Lord, Jain Zar is the game's deadliest melee fighter yet, with lightning speed and incredible damage.

Abilities:

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Silent Death

Fires a line nuke in a direction, which reverses course after a reasonable distance. Will return to Jain Zar wherever she is on the battlefield, and does enough damage to wipe out poorly positioned squads. 35 second cooldown.

Dash

Jain Zar charges to a targeted point. Hitting an enemy will cause her to leap into the air with an explosion, landing a short distance away with another explosion. It can also be combo'd with Silent Death as an escape tool. 50 second cooldown.

Fleet of Foot (Passive), Critical Strike (Passive), Battle Scream (Passive)

Doctrines:

  • Presence: Stealth Ambush - Howing Banshees become stealthed when entering stealth cover. Removed if capturing, attacking or detected.
  • Command: Swift Vengeance - Dying Wraithblades grant stacking bonuses to surviving squad members for damage and speed.

In-game model:

Good at:

  • Hit-and-run attacks
  • Clearing cover
  • Anti-infantry combat

Weak at:

  • Fighting snipers
  • Fighting larger, melee-focused enemies

Ranger Ronahn

A scouting and sniping hero to lead your rangers / kill enemies from really, really far away.

Abilities:

Long Shot

A long-range, piercing and damaging shot that passes through all infantry it comes into contact with. It will stop at and stun the first vehicle it hits. Charges generate faster while in stealth cover.

Shadow Step

Teleports to a position within Stealth Cover within a large radius. 45 second cooldown.

Doctrines:

  • Presence: Sensor Beacons - allow the deployment of beacons that produce stealth cover.
  • Command: Shadow Step - gives Rangers the Shadow Step ability above

Eldar Elite units

Wraithlord

Dawn of War 3 Wraithlord

Smaller cousin of the Wraithknight but only a little less deadly, forgoes ranged attacks for an absolutely massive sword.

Abilities:

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Glaive Charge

Charge forward, knocking away all enemies in a line and dealing damage. Reactivating the ability causes a cleave attack, further knocking back and damaging all enemies in front. 40 second cooldown.

Ethereal Wall

Puts up a wall in front of the Wraithlord, block enemy fire. Enemies that move through it are slowed, while allies are sped up. 30 second cooldown.

Fleet of Foot (Passive), Critical Strike (Passive)

Doctrines:

  • Presence: Wraith Recall - Ability that teleports all Wraithblades and Wraithguard to the Wraithlord's position
  • Command: Improved Webways - Webway Gates regenerate HP and can relocate without a Tier upgrade. Relocate also casts and cooldowns faster.

In-game model:

Good at:

  • Melee combat
  • Protecting allies

Weak at:

  • Escaping anti-tank units
  • Surviving outside of waygate range

Eldar Line units

Howling Banshees

DOW 3 Howling Banshees

Really, really angry Eldar in psychic masks ready to cut through foes in a heartbeat.

Stats:

  • Cost: 87 req, 2 pow
  • Population: 10
  • Build time (secs): 22
  • Health: 420
  • Shield: 630
  • Armour: Normal
  • Melee DPS: 64 Normal
  • Ranged DPS: 10 Normal
  • Built from: Warrior Portal

Abilities:

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Quick Strike

A long-range dash attack that damages and knocks back all enemies in the way. Requires an upgrade.

Battle Scream (Passive)

After charging, Banshees slow all enemies around them, preventing easy escape. An upgrade allows this charge to be targeted, as well as knockback and deal damage.

Improved Scream (Doctrine)

Now also silence and blind targets when charging.

Fleet of Foot (Passive)

Good at:

  • Outnumbering and quickly annihilating smaller forces
  • Harrassment and disruption with Quick Strike

Weak at:

  • Single-squad combat
  • Ranged combat in open areas

Fire Prism

DOW 3 Fire Prism

Artillary piece of the Eldar forces and effective against all kinds of armour.

Stats:

  • Cost: 100 req, 375 pow
  • Population: 15
  • Build time (secs): 42
  • Health: 750
  • Shield: 350
  • Armour: Heavy
  • Ranged DPS: 25 Normal
  • Built from: Sky Portal

Abilities:

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Superheated (Passive)

Initial beam attacks have a secondary explosion after a few seconds, dealing massive additional damage against lighter armour.

Fleet of Foot (Passive)

Good at:

  • Destroying tanks at long range with first shot.
  • Blowing up armies of troops with secondary explosions.
  • Acting as fire support for scouting forces.

Weak at:

  • Fighting fast-moving, lightly armoured enemies.
  • Resisting sustained fire from anti-tank units.
  • Close-combat, as main weapon has minimum range.

Wraithblade

Dawn of War 3 Wraithblade

Dual-wielding heavy swords and taking a lot of punishment to go down, the Eldar equivalent of the Assault Terminator.

Stats:

  • Cost: 60 req, 75 pow
  • Population: 12
  • Build time (secs): 31
  • Health: 1149
  • Shield: 1725
  • Armour: Heavy
  • Melee DPS: 160 Armour Piercing
  • Built from: Infinity Portal

Abilities:

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Vengeance

A charge attack that taunts on impact with an ememy unit. This also grants them Fury, which gains stacks through combat and increases their damage by 25% per stack.

Soul Recall

The Wraithblade leave their bodies and move quickly to the nearest Infinity Portal to be restored. Makes them untargetable and undamagable while moving, but isn't instantaneous. Comes in charges, with fairly long cooldown periods.

Fleet of Foot (Passive)

Good at:

  • Destructive melee engagements
  • Striking key targets and retreating
  • Defense around webway gates

Weak at:

  • Extended engagements without cooldowns
  • Fighting in the open without enemies to charge
  • Going against anti-tank units with a range advantage

Other Eldar units

DOW 3 Eldar line units

  • Bonesingers
    • Stats:
      • Cost: 50 req
      • Population: 1
      • Build time (secs): 8
      • Health: 104
      • Shield: 156
      • Armour: Normal
      • Melee DPS: 1 Normal
      • Built from: Webway Assembly
    • Builder and detector units.
    • Abilities:
      • Teleport - massive range, long cooldown, has a cast time.
    • Doctrine:
      • Deployable Energy Shields - allows Bonesingers to construct barriers that block enemy fire and movement. Get more HP as you advance through tech tiers.
  • Dire Avengers
    • Stats:
      • Cost: 55 req
      • Population: 6
      • Build time (secs): 16
      • Health: 330
      • Shield: 492
      • Armour: Normal
      • Melee DPS: 14 Normal
      • Ranged DPS: 40 Normal
      • Built from: Webway Assembly / Warrior Portal
    • The Eldar's basic ranged unit. Fires in bursts.
    • Abilities:
      • Grenade - knockback and damage in a medium area.
    • Doctrine:
      • Holo-Field - becomes a stealth unit, removed if attacking, capturing or detected.
  • Dark Reapers
    • Stats:
      • Cost: 110 req
      • Population: 8
      • Build time (secs): 22
      • Health: 300
      • Shield: 504
      • Armour: Normal
      • Melee DPS: 6 Normal
      • Ranged DPS: 32 True
      • Built from: Warrior Portal
    • Eldar heavy weapons infantry. Needs short set-up time before firing, deals AOE damage around target.
  • Rangers
    • Stats:
      • Cost: 82 req, 3 pow
      • Population: 8
      • Build time (secs): 18
      • Health: 216
      • Shield: 324
      • Armour: Normal
      • Melee DPS: 6 Normal
      • Ranged DPS: 18 Normal
      • Built from: Upgraded Warrior Portal
    • Eldar long-range sniper unit. Must setup before firing.
    • Abilities:
      • Upgrade allows vision of a target area.
  • Shadow Spectres
    • Stats:
      • Cost: 145 req, 10 pow
      • Population: 9
      • Build time (secs): 24
      • Health: 285
      • Shield: 420
      • Armour: Normal
      • Ranged DPS: 29 Armour Piercing
      • Built from: Upgraded Warrior Portal
    • Anti-tank infantry that have the Skimmer type, letting them hover over most terrain. Damage ramps up over time against targets, dealing bonus damage to other Skimmers.
    • Doctrine:
      • Presentient Robes - increases shield.
  • Vyper Jetbikes
    • Stats:
      • Cost: 125 req, 125 pow
      • Population: 5
      • Build time (secs): 18
      • Health: 375
      • Shield: 125
      • Armour: Heavy
      • Ranged DPS: 20 True
      • Built from: Sky Portal
    • Fast moving Skimmer and vehicle scout.
    • Abilities:
      • Slow - deploys a device that slows in an area.
    • Doctrine:
      • Vyper Haste - grants a speed boost when shield goes down.
  • Falcon
    • Stats:
      • Cost: 175 req, 250 pow
      • Population: 12
      • Build time (secs): 33
      • Health: 1350
      • Shield: 450
      • Armour: Heavy
      • Ranged DPS: 60 Normal
      • Built from: Sky Portal
    • Another Skimmer vehicle with a little heavier damage output.
    • Abilities:
      • Transport - can reinforce nearby squads, allowing them to replenish numbers.
    • Doctrine:
      • Falcon Haste - increases speed while out of combat.
  • Wraithguard
    • Stats:
      • Cost: 50 req, 58 pow
      • Population: 12
      • Build time (secs): 24
      • Health: 900
      • Shield: 1350
      • Armour: Heavy
      • Melee DPS: 13 Normal
      • Ranged DPS: 69 Armour-Piercing
      • Built from: Infinity Portal
    • Ranged version of the Wraithblades that require a charge-up time before each shot.
    • Abilities:
      • Infinity Portal - allows recall back to an infinity portal from anywhere on the map.
  • Wraithknight Taldeer
    • Definitely not a line unit, this seems to be an alternate, melee-focused form of the Wraithknight.
    • It's big, red and has no face, plus a sword and shield. According to this post on the official site, it is the revived form of Farseer Taldeer from previous Dawn of War games.
    • At the back of this screenshot.

Dawn of War 3 Ork units

Dawn of War 3 Ork units

Dawn of War 3's take on the Orks has now been revealed and they're as savage and bloodthirsty as ever. Lead by the straight-to-the-point Gorgutz 'Ead'unter of previous Dawn of War fame, they use battlefield scrap to power-up, get even more dangerous in large numbers as part of the Waaagh and get there by pumping out units faster than anyone else. Here's their abilities:

  • Scrap
    • Created by destroyed vehicles, scrap upgrades squads that pick it up with extra firepower or new abilities.
    • Each unit's scrap ability is noted below.
  • Waaagh! Towers
    • An Ork building that summons scrap and shoots enemies.
    • Has the Waaagh ability that pumps up nearby Orks, increasing their damage and attack speed.
    • While doing so, it is visible on the minimap and there is a global sound effect for the opponent.
    • Also increases tech level for the Ork player, allowing them to produce better units.
  • Roks
    • Super ability.
    • Summons little orky meteorites from space that plummet down, slowing and damaging enemies nearby as they come down.
    • Eventually summons a larger boulder to deal high damage, knockback and stun in a large area.
    • Tracks the first unit to interact with it, until that unit is disabled or killed.

Ork Super units

Beauty da Morkanaut

Ork Morkanaut Dawn of War 3

The exceptionally shooty Morkanaut is mostly interested in laying waste to humongous areas of the battlefield with more firepower than you can shake a Waaagh at. Dawn of War 3's is named Beauty (because she's a giant alien death machine, obviously) and piloted by a particularly discerning Ork named Wazmakka. Very good.

Abilities:

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Kustom Force Field

Creates a damaging, shot absorbing AOE around Beauty, which can then be slowly reduced to create smaller AOEs at target location. 60 second cooldown.

Rokkit Fist

Disabling melee attacks for obvious reasons, Beauty's fist flies across the battlefield and damages plus stuns at a target location. It can then be recalled, dragging all other units with it. Anything passed through on either way will be knocked back. 45 second cooldown.

Gretchin Repair Squad

Allows Beauty to spawn Gretchin, healing her. These Gretchin can then be put to work as normal builder units. 10 second cooldown.

Reinforcement Point (Passive)

Allows nearby allies to reinforce, healing their squad size.

Loot (Passive)

Scrap can be used to generate Gretchin Repair Squads.

Doctrines:

  • Presence: Betta Repair - Gretchin repairs are significantly faster and the target takes reduced incoming damage while being repaired.
  • Command: Kustom Force Fields - Waaagh! Towers get aborbing barriers while channeling.

In-game model:

Good at:

  • Tanking enemy ranged attacks for a long time across the army
  • Removing enemies from entrenched positions
  • Keeping allied armies at full strength

Weak at:

  • Fighting solo
  • Dealing with massed melee units

Ork Hero units

Gorgutz 'Ead'unter

Gorgutz 'Eadhunter Ork Hero

Ork warboss and generally Nasty Gent, Gorgutz returns from Dawn of War expansions Winter Assault, Dark Crusade and Soulstorm with a big ol' claw. He's as brutal as you like, but a little smarter than the average Ork, capable of deception and sneaky tactics. And crushing skulls.

Abilities:

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Grapplin' Klaw

Fires claw at a location and pulls Gorgutz towards it. Enemies hit stop the pull and deal damage in an AOE or it is dealt around the target point. Also taunts all enemies in the area. 20 second cooldown.

Spinnin' Klaw (Loot)

Creates a field around Gorgutz that absorbs all enemy fire and deals damage plus slows those inside it. It can be recast at a target point to deal damage in an AOE, pull targets a short distance and taunt them. With Scrap upgrades, full duration will end with rokkits being fired for damage, healing and speed boosts in a circle around Gorgutz. 60 second cooldown.

Dirty Fightin'

Bestows the Critical Strike effect on every 6th hit, which also deals damage in a line. Passively, Gorgutz' attacks will reduce the damage his targets deal.

Doctrines:

  • Presence: Healin' Waaagh! - Successful Waaaghs heal on top of normal effects.
  • Command: Keep Trukk'n - Trukk eject grants shields and a taunt upon unit impact.

Good at:

  • Tanking extreme amounts of damage
  • Disrupting infantry formations
  • Protecting allies

Weak at:

  • Vehicular combat
  • Extreme ranged combat

Weirdboy Zappnoggin

DOW 3 Weirdboy Zapnoggin

Caster extraordinaire who is about as reliable as a one-legged chair, but much better at beating enemies. Scrap is his weapon of choice, making him extra powerful if you can get him the goods.

Abilities:

Scrap Shield (Loot)

Can be toggled to automatically harvest scrap nearby. Has charges that increase his shield and power his other abilities.

Scrap Blast

Fires scrap in a direction, giving shields to allies and damaging enemies in a cone. Range is increased per charge of Scrap Shield. 20 second cooldown.

Ere We Go

Teleports to a position, causing damage to everything nearby for a few seconds. Once finished, all allies at the original position are teleported as well. 60 second cooldown.

Fist of Gork

Costs a charge of Scrap Shield to deal damage, stun and immobilize in an area at a targeted position. 60 second cooldown.

Doctrines:

  • Presence: Tower Recall - Lootas can be teleported to the nearest Waagh! Tower.
  • Command: Bigga Scrap Shield - Deff Dreads are hardier, absorb more shots around themselves.

Good at:

  • Using all the scrap available to you
  • Blowing up enemies when powered up
  • Moving forces around the battlefield

Weak at:

  • Fighting without Scrap
  • Direct combat

Big Mek Wazmakka

DOW 3 Big Mek Wazmakka

Beauty's maintainer and caster-man for the Orks, he's capable of support and ranged DPS, as well as messing up enemy forces in other ways.

Abilities:

Traktor Beam

Attaches to a target unit, slowing and damaging enemies or granting a shield to allies. Reactivating it will drag them to Wazmakka's position. Can also target scrap, jumping him to it. 30 second cooldown.

Orbital Scrap (Loot)

An AOE damage ability that also produces scrap for the Ork forces to use. Charges are generated by scrap. 1 second cooldown.

Scrap Turrets

Turns the five nearest pieces of scrap into turrets that target enemies. These can be destroyed, or eventually run out of energy. 60 second cooldown.

Doctrines:

  • Presence: Scrap Turrets - wrecks left by friendly units automatically turn into turrets for a short period.
  • Command: Scrap Sight - vehicles give vision around their death point for a short period.

Good at:

  • Disrupting foes and supporting allies
  • Backing up a vehicle strategy
  • Fixing Beauty

Weak at:

  • Direct confrontation
  • Operating without Scrap

Ork Elite units

Mad Dread

Dawn of War 3 Mad Dread

Because they weren't scary enough already, this is an Ork Dreadnought with massive drills strapped to its arms and the ability to explode out of the ground much to the chagrin of enemy forces.

Abilities:

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Tunnel

Creates a passage to target position underneath the ground. The Mad Dread emerging causes damage and knockback. Allied forces can teleport between each tunnel entrance. 45 second cooldown.

Rampage (Passive)

Rather than dying, the Mad Dread will get a shield at zero HP that must be destroyed to finally kill it. During this time, fury is generated by attacks and the Mad Dread heals once the Fury caps out. However, the Loot ability is disabled during this period.

Heal (Loot)

Scrap causes the Mad Dread to heal.

Cleave (Passive), Critical Strike (Passive)

Doctrines:

  • Presence: Even Longa Waaagh! - Waaagh! buff lasts longer.
  • Command: Hit 'n' Run - Killa Kans get extra speed when they have no rokkits stored, and a shield when they're full up.

In-game model:

Good at:

  • Terrifying opponents
  • Creating movement for other forces
  • Tanking a lot of damage

Weak at:

  • Taking on entire armies by itself
  • Being kited
  • Diving in to too many enemies at once

Meganobz

Meganobz

They're called "Meganobz," is there much else you need to know? Extremely large, extremely mean orks packing advanced weaponry and extremely high health. They mean, as it were, business.

Abilities:

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Elektrik Wall

Creates a wall that blocks enemy fire and movement, while increasing the speed of allied forces. Also slows any enemies that are on top of the wall when it's placed.

Kombi-Rokkits (Loot)

A toggle that causes one of the Meganobz to fire rockets, which are refilled by looting.

In-game model:

Good at:

  • Being the frontline
  • Holding an area
  • Spitting out damage

Weak at:

  • Anti-tank without loot
  • Getting caught solo by larger forces

Ork Line units

Nobz

Nobs

Nobz are part of the Ork ruling caste, held in high regard for their size and ferocity in battle. Answering only to the Warboss, these commanders rule with strength and are proficient in close-range combat. 

Stats:

  • Cost: 50 req, 40 pow
  • Population: 25
  • Build time (secs): 32
  • Health: 3000
  • Armour: Heavy
  • Melee DPS: 107 Normal
  • Built from: Boyz Hut

Abilities:

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Explosive Armour (Passive)

Gain Fury when taking damage. At max Fury, the Nobz trigger an explosion which causes damage in an area around them. When not engaged in combat, Fury is lost.

Taunt

This pulls enemies into melee range by goading them once close enough.

Choppa Toss (Loot)

Loot nearby scrap to gain the ability to throw a Choppa in the target direction, causing damage and immobilizing the first enemy hit.

If it misses, the Choppa can be picked up and thrown again.

K'mon (Doctrine)

Gives the squad a shield when it taunts, which slows nearby enemies when broken.

Good at:

  • Melee
  • Disrupting infantry formations
  • Tanking

Weak at:

  • Ranged enemy units
  • Fast enemy units

Deffkopta

Dawn of War 3 Deffkopta

The Ork flyer comes with a spinning blade, naturally. They're fast enough to be great harassment tools, and have plenty of guns to use before they get the sweet loot required to upgrade to said buzzsaw. Can even fire on the move.

Stats:

  • Cost: 100 req, 100 pow
  • Population: 5
  • Build time (secs): 15
  • Health: 450
  • Armour: Heavy
  • Melee DPS: 33 Normal
  • Built from: Mek Shop

Abilities:

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Buzzsaw Blitz (Loot)

Slices the ground, dealing damage in a line. As noted, requires scrap first.

Slice 'Em (Doctrine)

Buzzsaw Blitz now connects the Deffkopta to the first building, vehicle or super unit, dealing damage over time and slowing.

Good at:

  • Fast attacks and harassment
  • Retreating while causing damage
  • Picking off squads

Weak at:

  • Facing down anti-tank fire
  • Any sustained engagement
  • Causing damage without Buzzsaw Blitz

Trukk

Dawn of War 3 Trukk

The Ork transport unit, with a rather more violent ejection method than you may be used to. Don't knock it until you've tried it though, it'll mess your enemies up a whole lot worse than your troops.

Stats:

  • Cost: 300 req, 25 pow
  • Population: 8
  • Build time (secs): 17
  • Health: 900
  • Armour: Heavy
  • Ranged DPS: 13 Normal
  • Built from: Dakka Hut

Abilities:

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Ejekt 'Em All

Launches up to two squads from their seats towards a target position, stunning enemies upon impact. Generates charges over time. Particularly effective with Nobz.

Reinforcement Point (Passive, Upgrade)

Allows units to reinforce near the Trukk, but requires an upgrade to be purchased.

Shield (Loot)

When grabbing scrap, the Trukk gets a temporary shield.

Good at:

  • Moving troops around the battlefield
  • Providing support via consistent, mobile reinforcement
  • Giving your squads vertigo

Weak at:

  • Pitched battles
  • Fighting anti-tank troops
  • Troop morale

Other Ork units

Other Ork units

  • Gretchin
    • Stats:
      • Cost: 12 req
      • Population: 4
      • Build time (secs): 8
      • Health: 300
      • Armour: Normal
      • Melee DPS: 1 Normal
      • Ranged DPS: 1 Normal
      • Built from: Warkamp
    • Builder units. Can repair vehicles and structures.
    • Loot:
      • Can turn salvage into new units.
    • Doctrine:
      • Sabotage - gives the ability to charge enemy vehicles and channel a stun.
  • Boyz
    • Stats:
      • Cost: 37 req
      • Population: 8
      • Build time (secs): 15
      • Health: 1280
      • Armour: Normal
      • Melee DPS: 33 Normal
      • Ranged DPS: 8 Normal
      • Built from: Warkamp / Boyz Hut
    • Basic melee infantry, with the charge to slow effect.
    • Abilities:
      • Shout - gives damage and resistance bonuses for a short period.
    • Loot:
      • Increases health, adds a stun to charge. This also makes them, quote, "'Ard."
    • Doctrine:
      • Get 'Em Boyz - Adjacent Boyz squads increase speed outside of combat. Caps at three stacks.
  • Shoota Boyz
    • Stats:
      • Cost: 43 req
      • Population: 8
      • Build time (secs): 17
      • Health: 840
      • Armour: Normal
      • Melee DPS: 16 Normal
      • Ranged DPS: 46 Normal
      • Built from: Boyz Hut
    • Basic ranged infantry.
    • Loot:
      • Gives a knockback and damage grenade.
    • Doctrine:
      • Tonz 'o Bombz - Once they've looted, will periodically through a grenade at targeted enemies.
  • Tankbustas
    • Stats:
      • Cost: 70 req
      • Population: 6
      • Build time (secs): 21
      • Health: 840
      • Armour: Normal
      • Melee DPS: 12 Normal
      • Ranged DPS: 31 Armour Piercing
      • Built from: Dakka Hut
    • The infantry-based, rocket-spewing anti-tank unit of the Orks, dealing bonus damage to Skimmers.
    • Loot:
      • Can attach bombs to Squigs, sending them off to do heavy damage in an AOE.
  • Deffgun Loota
    • Stats:
      • Cost: 110 req
      • Population: 8
      • Build time (secs): 28
      • Health: 800
      • Armour: Normal
      • Melee DPS: 6 Normal
      • Ranged DPS: 53 Normal
      • Built from: Dakka Hut
    • The Ork version of the anti-personnel infantry. Deals damage in a line, rather than targetting specific units.
    • Loot:
      • Ranged attacks become Slowing.
  • Trukkz
    • Stats:
    • Transport vehicle, capable of shooting passengers out of a cannon, stunning enemies they land on. Upgrades allow nearby squads to reinforce.
    • Loot:
      • Gain a shield.
  • Killa Kans
    • Stats:
      • Cost: 100 req, 175 pow
      • Population: 10
      • Build time (secs): 22
      • Health: 725
      • Armour: Heavy
      • Melee DPS: 21 True
      • Built from: Mek Shop
    • An anti-vehicle walker that generates 'rokkits' to unleash on unsuspecting tin cans. This is an ability, rather than normal attacks.
    • Loot:
      • Increase the maximum number of stoired rokkits.
    • Doctrine:
      • Rokkit Re-Fill - grants an ability that rapidly refills the number of Rokkits stored.
  • Deff Dreads
    • Stats:
      • Cost: 150 req, 225 pow
      • Population: 12
      • Build time (secs): 30
      • Health: 2000
      • Armour: Heavy
      • Melee DPS: 66 Armour Piercing
      • Built from: Mek Shop
    • Melee walker unit with the charge slow effect. When it dies, damage over time is applies in an area around that point.
    • Loot:
      • Gain a shield and speed boost while it's active.
  • Big Trakks
    • Stats:
      • Cost: 100 req, 350 pow
      • Population: 18
      • Build time (secs): 40
      • Health: 1800
      • Armour: Heavy
      • Ranged DPS: 52 Armour Piercing
      • Built from: Mek Shop
    • Artillary piece, with two firing modes. One increases range but requires a setup period.
    • Loot:
      • Adds proximity mines as after effect of attack.

That's the details - who are you planning to execute your enemies with? Let us know below.

War Thunder
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YookaLaylee avatarBen Barrett avatarRowan the Roman avatarKeaktC avatarNutcase avatar
YookaLaylee Avatar
4
YookaLaylee(1 day 3 hours played)
8 Months ago

Some notes:

The Orks are confirmed to have the Gorkanaut (similar to a Gargant, but smaller) on the Steam page.

Shadow Spectres are confirmed - we've seen them in gameplay, tooltips/unit card and all.

Rangers are probably in, separately to Shadow Spectres.

The jetbike we can see in screens/gameplay is the Vyper. We've seen the tooltip.

The Guardians are actually Dire Avengers (again, we've seen the tooltip). The two are pretty similar so this is an easy mistake to make.

A dreadnought elite unit was confirmed for space marines in an interview.

Two more Eldar hero figures have been seen in screenshots and gifs. A Ranger-type hero with silver hair, and a Howling Banshee exarch that looks like Jain Zar (uses the same weapon).

2
Ben Barrett Avatar
427
Ben Barrett(15 hours played)
8 Months ago

Hey! Thanks muchly for this, added a few in. Somehow forgot Eldar Jetbikes actually had a name, or that Dire Avengers even existed. Been a decade or so since I did Space Marines vs. Eldar on a friend's carpet...

Have you got a link for the Dreadnought Elite interview and the screenshots of the other Eldar heroes?

1
YookaLaylee Avatar
4
YookaLaylee(1 day 3 hours played)
8 Months ago

No worries mate!

You can see the unnamed Howling Banshee hero here at 0m 20s:

https://www.youtube.com/watch?v=B_FSkkPbF7c

Here is confirmation from one of the community managers on the Ven. Dread:

https://community.dawnofwar.com/discussion/comment/13459#Comment_13459

the "ranger" hero can be seen here near the shadowspectres on the left. He has a white/grey ponytail and a long rifle: http://imgur.com/a/v8DXG

Edit: Dire Avenger --> Howling Banshee.

1
Ben Barrett Avatar
427
Ben Barrett(15 hours played)
7 Months ago

Cheers! Grabbed a bunch of source links for the other stuff we mentioned to, and put it all in appropriate places.

1
Rowan the Roman Avatar
70
7 Months ago

Morkanuat and Gorkanaut are 2 different units with the same hull. I can't remember what the difference between them is as I have very rarely seen Orks on tabletop.

1
Nutcase Avatar
1
Nutcase(1 day 16 hours played)
3 Months ago

Also, and a pretty important one, i think you missed tactical marines? the bread and butter of space marines

1
Ben Barrett Avatar
427
Ben Barrett(15 hours played)
3 Months ago

Nope, they're second under Space Marine line units

1
KeaktC Avatar
1
KeaktC(2 days 17 hours played)
6 Months ago

Warhammer 40k Dawn of the Cartoon wars for 12 year olds. I am 45 now and this just hurts my eyes.

0
YookaLaylee Avatar
4
YookaLaylee(1 day 3 hours played)
5 Months ago

Move aside, pops.

1